Transcription

1 ONE IF BY LAND" - AMERICAN 1:10 SCALE WAR OF INDEPENDENCE RULES by Bob Bergman Ground Scale 1 inch = 15 yards One Turn About five minutes Infantry/Cavalry figure 10 men Artillery crew figure 5 men Artillery piece 1 cannon Each hit 1 figure KIA, WIA, etc. MOUNTING CONVENTIONS (Stands are based according to "Age of Reason" basing) UNIT TYPE FIGURES PER STAND SIZE NORMAL STAND DEPLOYMENT NORMAL INFANTRY Three (3) 1.125" wide by.5" deep Close order MILITIA INFANTRY Four (4) 1.5" wide by.5" deep Open order RIFLE-ARMED Two (2) 1.125" wide by.5" deep Skirmish order only INDIANS One (1).5" wide by.5" deep Skirmish order only CAVALRY Two (2) 1.5" wide by 1.0" deep Close order or skirmish order ARTILLERY One (1) cannon 1.0" wide by 1.0" deep Limbered or unlimbered ARTILLERY CREW One (1).5" wide by.5" deep n/a OFFICERS One (1).75" wide by 1.0" deep n/a AMERICAN CONTINENTALS: These units may operate in close order or open order. They are armed with Muskets and Bayonets and are based as "Normal Infantry." Converged American Light Infantry companies may also operate in skirmish order. AMERICAN AND LOYALIST MILITIA: These units may never operate in close order formation, but will always operate in open order, unless authorized by the scenario. They do not have bayonets as well. If armed with muskets, they are based as "Militia Infantry." Musket armed militia may also operate in skirmish order if authorized by the scenario. If armed with Long Rifles, they are based as "Rifle-armed" and will always operate in skirmish order only, unless authorized by the scenario. Exception: Some American militia units were actually discharged Continental Regulars. These units may be based as "Normal Infantry" and may also be armed with bayonets. BRITISH INFANTRY: These units may operate in close order or open order. They are armed with Muskets and Bayonets and are based as "Normal Infantry." Converged British Light Infantry companies may also operate in skirmish order. Converged British Grenadier companies may operate in skirmish order if authorized by the scenario. ONE IF BY LAND AWI RULES PAGE 1

2 LOYALIST INFANTRY: Most Loyalist units were militia, and are treated like American militia units above. Several Loyalist units, such as the British Legion, Queen s Rangers, Delancey s Brigade, etc., were organized as "Normal Infantry" and armed with Muskets and Bayonets. The Queen s Rangers had a company armed with Rifles, and Ferguson s Rifles were also armed with Rifles. The later is treated as Rifle-armed for basing, and may only operate in skirmish order. GERMAN INFANTRY: Unless Jaegers, fusiliers, dismounted dragoons, or otherwise authorized by the scenario, German infantry are based as Normal Infantry and may only assume a close order formation at all times. (e.g. open order and skirmish order are not available to them). They are armed with Muskets and Bayonets (exception: Jaegers are armed with Jaeger Rifles, and based as Rifle-armed)) FRENCH INFANTRY: The French do not have any battalion level light troops. Light infantry stands from a French battalion may skirmish separately from their parent battalion (no cost to detach), but the entire unit must take a formation change to recall its skirmishers. All French Infantry is based as "Normal Infantry." INDIANS: Indian warbands will always assume skirmish formation, and will always test for charging and fighting in melee at one morale quality higher than their stated morale quality for a scenario. In addition, Indians will always test one morale quality higher for all purposes while in woods, which means that they will test two morale qualities higher for charging and melee in woods. Unlike other infantry, Indian warbands MAY charge while in skirmish formation AND get one stand (figure) overlap on each flank, meaning that they do not suffer the normal penalties for being skirmishers that come from the looser formation. They will, however, be considered hatchetarmed., which is the equivalent of bayonet-armed in melee. DEPLOYMENT DEFINITIONS AND SPECIAL DEPLOYMENT RULES: Close Order Line: Stands are deployed side by side in direct contact with each other, with a depth of exactly two stands. The front rank of this formation will have any odd stand in the unit (e.g. a 7 stand unit has 4 stands in the front rank and 3 stands in the rear rank) This formation may never be assumed by any unit based as Militia Infantry, unless specifically authorized by the scenario. A diagram is below: Open Order Line: Stands are deployed side by side in direct contact with each other, with a maximum depth of one stand. This is the normal deployment for all troops based as Militia Infantry (usually but not always Poor or Wretched quality). Column: Stands are deployed in direct contact with each other, with any frontage, and a depth of three or more stands. Only the front rank of stands may fire at a target.. Columns may only be used ONE IF BY LAND AWI RULES PAGE 2

3 by infantry as an attack formation if attacking a defile (i.e., a river ford, bridge, gate on a fort or stockade, or redoubt or other confined area). The following are examples of legitimate columns. Skirmish Order: Stands are separated by a minimum of one to a maximum of two stands width. This is the normal deployment for rifle-armed units and Indians. In addition, certain Normal Infantry formations such as Light Infantry, Legion Infantry, and British Grenadiers may also skirmish if the scenario permits. American and Tory Militia Infantry may also skirmish if authorized by the scenario. Only Indians and cavalry may "Charge" while in skirmish formation. The following are legitimate skirmish formations EMPTY SPACE EMPTY SPACE EMPTY SPACE EMPTY SPACE Cavalry: Cavalry either operates in Close Order Line (depth of one stand), Column (any frontage, depth of two or more stands), or in Skirmish Order. Movement rates are the same for all formations. Artillery: Artillery is either limbered or unlimbered. Artillery is generally transported by a limber stand manned by civilians. After unlimbering, the limber stand is generally removed for the balance of the battle. Premeasurement is allowed at any time. ONE IF BY LAND AWI RULES PAGE 3

4 SEQUENCE OF PLAY Each brigade in a force has a playing card identifying it, which is placed into a deck. Each turn, the cards are drawn one at a time. As a brigade s card is drawn, all of its units go through the sequence of play outlined below. 1. All units with Panic Markers take A Morale Test 2. Charge Declarations 3. Charging units move into contact 4. All other units' movement 5. Firing 6. Melee and compulsory routs OPTIONAL TURN SEQUENCE RULE ONE: To reflect the better coordination of some higher level commanders in this war, the player s have the option of placing a playing card into the deck for a "division" or "wing" commander as well as any brigade commanders under his control. When the division commander s card is drawn, all units under his command (including units under his direct command) go through the turn sequence unless they have already had their brigade card drawn in that turn. OPTIONAL TURN SEQUENCE RULE TWO: In a smaller battle or to reflect the better coordination of some higher level commanders in this war, the player s have the option of placing a playing card into the deck for an "army" commander as well as any brigade or division commanders under his control. When the army commander s card is drawn, all units under his command (including units under his direct command) go through the turn sequence unless they have already had their brigade or division card drawn in that turn. TROOP QUALITY Every unit in the game has a Troop Quality (for identification purposes) that has an associated Morale Number, which is the basic number needed to successfully pass a Morale Test when needed. TROOP QUALITY MORALE NUMBER ELITE 9 VETERAN 8 REGULAR 7 POOR 6 WRETCHED 5 MOVEMENT Movement is randomized due to the uneven nature of the terrain, vagaries of troops responding to voice commands, confusion on the battlefield, etc. Other than units moving in Skirmish Order or Limbered, all other moving units must strictly obey the movement guidelines set forth below. Movement rates depend on the starting formation of the unit involved, with the exception that stands that are entering skirmish order move at the skirmish rate immediately and deploy into skirmish order. The chart below summarizes the various movement rates and restrictions for units in the game ( Optional refers to using a fixed movement rate instead of a variable movement rate). ONE IF BY LAND AWI RULES PAGE 4

5 MOVEMENT CONDITION MOVEMENT RATE OPTIONAL MOVE RATE Close order infantry/limbered artillery 1d6 + 2 inches 5 inches Open order infantry 1d6+3 inches 6 inches Column order infantry 1d6+4 inches 7 inches Skirmish order infantry 1d6+5 inches 8 inches Cavalry and generals 1d6+10 inches 14 inches Infantry retreat movement 1d6+4 inches 7 inches Infantry rout movement 1d6+10 inches 12 inches Cavalry retreat movement 1d6+10 inches 14 inches Cavalry rout movement 1d6+16 inches 20 inches Unlimbered artillery prolong 1.5 inches 1.5 inches Road movement n/a +3 inches Charge movement n/a +3 inches MODIFIERS TO MOVEMENT Cavalry Mounting or Dismounting: This will take 50% of a unit s movement in place. Each Two- Figure cavalry stand may dismount to a Two-Figure dismounted cavalry stand that may only use Skirmish Order and are armed with cavalry carbines with no bayonets. Road Movement: One (1) stand wide column or limbered artillery only. The unit must spend its entire move on the road to use this additional movement. Unlimbered Artillery Prolong: The artillery stand may move in any direction and ends up facing in any direction. The artillery may not fire at the end of prolong movement. Formation Changes: These take 100% of movement in place. The Command Stand (which should always be in the front center of the formation) stays stationary while the rest of the unit moves into the new formation. The following are considered to be formation changes: 1. Column changing to close order or open order line or vice versa; 2. Skirmish formation reforming into close order, open order, or column; 3. Artillery limbering or unlimbering. Going into skirmish order: There is NO cost for all or part of a unit going into skirmish order. Close order line to open order line: A close order infantry line expanding into an open order line while advancing can only do so by moving at 50% of normal close order line movement for the turn (i.e. 1d6+2 inches/2). If done in place before advancing, treat as a formation change, allowing the deployment of the entire unit from close order to open order, with even numbers of stands deploying from the rear rank to either side of the front rank of stands. This maneuver may not be performed as part of a charge. Open order line to close order line: An open order infantry line contracting into a close order line while advancing can only do so by moving at 50% of normal open order line movement for the turn (i.e. 1d6+3 inches/2). Stands on the outer edges of the formation will be placed into and form the second rank during the advance. If done in place before advancing, treat as a formation change, allowing the deployment of the entire unit from open order to close order, with stands being placed into the second rank evenly from both sides of the original formation. This maneuver may not be performed as part of a charge. ONE IF BY LAND AWI RULES PAGE 5

6 Crossing a linear obstacle: Subtract Two (2) inches from movement for the turn for each obstacle crossed during the turn. Linear obstacles are defined as hedges, fences, walls, streams, etc. A unit is considering to cross an obstacle if any portion of the unit is on the obstacle at any point during the turn. About Face: Subtract Two (2) inches from movement for the turn for each About Face performed. Left or Right Face: Movement for cavalry columns or lines only. Subtract Two (2) inches from movement for the turn for each Left or Right Face performed. Minus Two (2) inches from movement. May be executed at the beginning and end of movement (which would therefore cost Four (4) inches.) A cavalry line or column executing a single Left or Right Face in the same turn must end its move in skirmish order formation. A close order cavalry line or column executing both a Left and a Right Face in the same turn may end in the same close order line or column or in skirmish order. Wheels and Oblique Movement, Movement Through Woods, Interpenetration, Backstepping, Sidestepping: All movement is executed at 50% speed (i.e., movement costs double to execute). Combinations of two or more conditions (e.g. interpenetration while wheeling or backstepping, wheeling in woods, etc.) cause movement to be executed at 25% speed (i.e. movement costs are four times as high).backstepping and Sidestepping cannot be executed by an infantry column or a cavalry formation. When interpenetrating another unit, the interpenetrating unit moves at a 50% speed penalty as long as any of the unit is still interpenetrating another unit. The following chart summarizes when interpenetration applies: MOVING UNIT NO INTERPENETRATION PENALTY Skirmishing infantry All unit types and deployments Skirmishing cavalry Skirmish order cavalry or skirmish order infantry Close/open order infantry Skirmish order infantry only All others Must pay interpenetration penalty Deliberate Militia Retreat: Plus Three (3) inches to movement. American Militia units may execute a deliberate Retreat Move each turn if declared during movement. The unit in question may stop Retreating at any time, but must pass a Morale Test (with any modifiers) in order to stop Retreating. If successful, the unit spends a turn doing a formation change to reform in place. Light Infantry Move/Fire: All unit with Skirmish ability may move up to One-Half of their skirmish movement and then fire One-Half of their figures (rounded up) at any eligible target in range. Rout Movement: Troops will continue to rout until behind or in cover or behind friendly troops that are not routing. They then must pass a Morale Test as normal to reform. Charge Movement: Only close or open order infantry, cavalry in any formation, and Indians are allowed are allowed this movement. Charge declarations must be made before rolling for moving. You may charge through your own troops, paying interpenetration costs if applicable. Special Rules Concerning Skirmish Order Troops: Skirmish order troops are subject to some special rules as follows: 1. They have no flanks or rears for Melee, Fire, or Morale Tests, and may fire with a 360 arc of fire, provided they do not fire through another friendly skirmish stand or the space between two friendly skirmish stands; ONE IF BY LAND AWI RULES PAGE 6

7 2. They may move freely in any direction up to the extent of their movement for the turn, and do not pay any terrain penalties for movement, wheeling, facing changes, etc. 3. If charged, they must take an immediate morale test, with the following effects: a. If successful and the defenders have not yet fired their small arms or moved in the turn, they may chose to fire one-half figures at the attacking unit and then evade the charge by rolling an infantry Retreat Move movement and moving one-half of that distance away from the attackers; OR, they may choose to make a full Retreat Move away from the attackers, ending up facing the attackers; b. If successful and the defenders have fired or moved already in the turn, they automatically evade the charge by rolling an infantry Retreat Move and moving onehalf of that distance away from the attackers, ending up facing the attackers; c. If unsuccessful, the defender evades by rolling an infantry Rout Move and Routing away from the attackers, ending up facing away from the attackers. 4. Skirmishing cavalry may automatically evade from attacking infantry, but must test normally if charge by enemy cavalry. FIRE AND MELEE COMBAT Both Fire and Melee combat are handled using the following COMBAT TABLE, rolling 1d10 for each Fire or Melee ("0" counts as "0") with: # of figures Modified Die Roll Die result is number of figure casualties on the target unit. Any Modified Die Roll less than "0" counts as a complete miss. Any Modified Die Roll of "12" or more counts as "12." Excess figure strengths over 30 figures roll again on the table for the excess. Multiple units firing at one target may combine fire (with all modifiers) or may fire individually (with individual modifiers). Multiple units in melee must combine their attack if the same Morale Quality, but must attack individually if a different Morale Quality (because of difference in their effectiveness in attacking) ONE IF BY LAND AWI RULES PAGE 7

8 FIRING MODIFIERS TO DIE ROLL Firing at point blank (2 inch) range (small arms only) +2 Firer is Marksmen (as per scenario) +2 Target is in column or is mounted cavalry +2 Fire on target s flank or rear +2 Firer is Poor -2 Firer is Wretched -4 Target is in light cover (woods, buildings, etc.) -2 Target is in heavy cover (redoubt, etc) -4 Cannon firing at inch range -2 Cannon firing over 25 inch range -4 MELEE MODIFIERS TO DIE ROLL Each Higher Quality than opponent +1 Opponent has a panic marker +1 Attacking flank or rear of opponent +2 Bayonets/hatchets vs. none +1 Defending light cover +1 Defending heavy cover +2 Cavalry vs. non-cavalry +2 Attached in flank or rear -4 Unit is routing -4 FIRE COMBAT: Close and open order troops and artillery may only fire at targets to their immediate front or within 45 degrees of front (i.e. their "arc of fire"). For a target to be eligible, the firing unit must be able to hit more than 50% of the back edge of any target stand by firing through its arc of fire. Skirmishing troops have a 360 degree arc of fire, so long as they do not fire through other troops, skirmish or otherwise. Close order lines fire two ranks deep, and open order lines fire one stand deep. Each close order or open order unit must shoot at a single target. Skirmish order stands may fire freely at as many targets as there are stands firing, but the fire of a single stand may not be split between targets. Multiple units firing at a single target may combine their fire (with all firing modifiers applying to the shot), or may fire individually, at the option of the player. WEAPON RANGES Cavalry carbines Five (5) inch range Muskets Seven (7) inch range German Jaeger Rifles Ten (10) inch range Ferguson s and Long Rifles Twelve (12) inch range All artillery Forty (40) inch range ONE IF BY LAND AWI RULES PAGE 8

9 NOTE: Each cannon stand counts as 5-15 figures firing depending on size (see chart below), and fires individually without combining fire with any other cannon stand firing at the same target (i.e. no grand battery effect). If firing at other artillery (counter-battery fire) and a casualty is caused, roll an additional 1d10. On a die roll of "8" or "9", the target cannon is destroyed as well. ARTILLERY FIREPOWER Light cannon (3-4 pounder) Medium cannon (6-9 pounder) Heavy cannon (12 pounder and larger) 5 figures 10 figures 15 figures MELEE COMBAT: To cause a Melee, a unit must initiate a Charge. Charges must be declared by the attacker, and follow the following sequence: 1. The Attacker declares a Charge against one or more enemy units that could be reached by the charging unit using normal movement plus charge movement, after paying all terrain and movement modifiers; 2. The Attacker takes an immediate Morale Test, applying any modifiers. If the Attacker fails, the Attacker will execute a full move away from enemy, based on its current formation, either backstepping for infantry or using "About Face" for cavalry, ending up facing the enemy. It may not move or fire or change formation for the rest of the turn, but may fire if charged by an enemy and a Morale Test is passed. The unit receives a Panic Marker. 3. If successful, the Attacker rolls for movement, marks the potential limit of his movement with a marker of some kind, and then moves to within Two Inches of the nearest enemy target unit; 4. The Defending unit must now take a Morale Test. If successful, the Defender may fire at the charging attacker at Two (2) Inch Range with all eligible figures. (NOTE: If an Elite, Veteran, or Regular infantry defender fails by "1", then One-Half of eligible figures may fire, rounding down); 5. If the Attacker takes any casualty from the Defender s fire, they must take another Morale Test to close. If successful, they continue their charge. If they then come within Two Inches of another defending enemy unit, that enemy unit follows #4 above, and may also fire if successful. Any new casualty causes the Attacker to test again. 6. 1ST MELEE ROUND: Assuming the Attacker passes all Morale Tests, the attacking unit is moved into contact with all defenders. All front rank stands base-to-base contact with enemy stands fight, with an additional stand on each flank adding in as an overlap if any, with the following exceptions: a. Poor and Wretched units do not get any flank overlap in the 1st Melee Round; b. Skirmish order stands (with the exception of Indians) do not get any stand overlap in the 1st Round of Melee; c. Indians count an additional Two (2) figures overlap on each flank in the 1st Melee Round ONE IF BY LAND AWI RULES PAGE 9

10 7. 1ST MELEE ROUND RESOLUTION: Each side rolls on the Combat Table based on the number of figures in the Melee, adding or subtracting appropriate modifiers to the die roll, and assessing casualties against the units involved. Unless the Melee involved cavalry versus infantry, fight the 2nd Melee Round, otherwise, go to The DETERMINATION OF WINNER OF MELEE below. 8. 2ND MELEE ROUND: A second round of Melee is fought, with all surviving figures in each unit fighting another round of melee, with the following exceptions: a. Skirmish order stands only include one additional stand on each flank in the 2nd Melee Round. b. Indians (even though skirmishing), include all figures in the warband in the 2nd Melee Round. 9. DETERMINATION OF WINNER OF MELEE: In order to win, the Attacker must cause all Defenders to ROUT. a. After Melee is over, the side taking more figure casualties automatically ROUTS and the winning side will take a normal Morale Test if it took any casualties; b. If both sides suffered the same number of casualties, then both sides take a Morale Test. If the Attacker fails to cause all Defenders to ROUT, and the Attacker does not ROUT either, then the Attacker must Retreat a full Column Move (rolling for distance as normal) away from the Defenders, and will end up in the same formation they started in, facing the Defenders. Their turn is ended, and they may only fire if charged and they successfully pass a Morale Test as normal. They then must spend one full turn reforming in place, during which time they may fire and defend normally, but may not advance or charge again until reformed. MORALE AND MORALE TESTS At several points in a game, units may be called upon to take a Morale Test. Morale Tests are triggered whenever a unit receives a Panic Marker. Panic Markers are not cumulative and a unit will therefore never have more than one Panic Marker at a time. A unit receives a panic marker whenever any of the following apply: The unit loses one or more casualties in a turn A friendly unit of equal or higher Quality ROUTS within 12 inches in view of unit Unit is Poor or Wretched and it is fired on by 6+ figures in a turn (calculated after halving), even if no casualty is suffered The unit s commanding offer (brigade, division, etc. ) is killed during the turn The unit is attempting a CHARGE (taken immediately before movement) The unit is being charged (taken immediately if Attacker passes above test) The unit takes a casualty during its CHARGE (taken immediately by Attacker) The charging unit fails to make contact with target of charge by the end of its movement (exception: if target of the charge is evading skirmish order troops ) If attacking unit fails to pass its Morale Test after declaring a CHARGE The unit is skirmishers evading after being CHARGED The unit is ROUTING ONE IF BY LAND AWI RULES PAGE 10

11 TO PASS IT S MORALE TEST, A UNIT MUST ROLL A MODIFIED DIE ROLL LESS THAN OR EQUAL TO ITS MORALE NUMBER ON 1d10. A 0 is a 0. THE MORALE TEST DIE ROLL IS MODIFIED BY THE FOLLOWING DIE ROLL MODIFIERS: DIE ROLL MODIFIERS (minuses are good, not bad) Commanding Officer is with the unit -X The unit is in light cover -1 The unit is in heavy cover -2 The unit is outflanked (i.e. non-routing enemy unit to flank or rear within small arms or charge range) with no blocking friendly unit +2 Equal morale quality close order or open order friendly unit seen routing within 12 inches (affected unit must be able to actually see the rout) +1 Higher morale quality close order or open order friendly unit seen routing within 12 inches (affected unit must be able to actually see the rout) +2 Open order infantry charged by cavalry +1 Skirmish order infantry charged by cavalry +2 Skirmish order infantry charged by close order or open order infantry +1 Artillery charged by cavalry +1 Unit has suffered 25% figure casualties +1 Unit has suffered 50% figure casualties +2 Unit has suffered 75% figure casualties +3 MORALE RESULTS If the Morale Test is failed by 1 If the Morale test is failed by 2 or more The unit may not advance, but may withdraw or change formation in place (exception: defending against a Charge); Elite, Veteran and Regular units may fire one-half (1/2) figures only (rounded up); Poor and Wretched units may not fire at all The unit immediately ROUTS away from the enemy, ending up in no formation at all; The unit receives a Panic Marker. If the unit rallies in the Morale Phase, it must spend one turn reforming in place, during which time it may fire one-half (1/2) figures (rounded down) and defend normally if Meleed. If it fails to pass its Morale Test while routing, it will continue to ROUT RISK TO GENERALS: If a general is with a unit that suffers casualties, he must roll 1d10 for each Two hits (rounded up) suffered by the unit. If a unit takes casualties at different times in a turn, the general must test each time new casualties are taken. On a die roll of "1", roll a d6 and compare to the following chart: 1 or 2 Light wound. General can only move 10 inches per turn 3 or 4 Serious wound. General can only move 1d6 inches per turn 5 or 6 General killed. All units under command receive Panic Marker ONE IF BY LAND AWI RULES PAGE 11

13 PANIC MARKERS The unit loses one or more casualties in a turn A friendly unit of equal or higher Quality ROUTS within 12 inches in view of unit Unit is Poor or Wretched and it is fired on by 6+ figures in a turn (calculated after halving), even if no casualty is suffered The unit s commanding offer (brigade, division, etc. ) is killed during the turn The unit is attempting a CHARGE (taken immediately before movement) The unit is being charged (taken immediately if Attacker passes above test) The unit takes a casualty during its CHARGE (taken immediately by Attacker) The charging unit fails to make contact with target of charge by the end of its movement (exception: if target of the charge is evading skirmish order troops ) If attacking unit fails to pass its Morale Test after declaring a CHARGE The unit is skirmishers evading after being CHARGED The unit is ROUTING TO PASS IT S MORALE TEST, A UNIT MUST ROLL A MODIFIED DIE ROLL LESS THAN OR EQUAL TO ITS MORALE NUMBER ON 1d10. A 0 is a 0. THE MORALE TEST DIE ROLL IS MODIFIED BY THE FOLLOWING DIE ROLL MODIFIERS: DIE ROLL MODIFIERS (minuses are good, not bad) Commanding Officer is with the unit -X The unit is in light cover -1 The unit is in heavy cover -2 The unit is outflanked (i.e. non-routing enemy unit to flank or rear within small arms or charge range) with no blocking friendly unit +2 Equal morale quality close order or open order friendly unit seen routing within 12 inches (affected unit must be able to actually see the rout) +1 Higher morale quality close order or open order friendly unit seen routing within 12 inches (affected unit must be able to actually see the rout) +2 Open order infantry charged by cavalry +1 Skirmish order infantry charged by cavalry +2 Skirmish order infantry charged by close order or open order infantry +1 Artillery charged by cavalry +1 Unit has suffered 25% figure casualties +1 Unit has suffered 50% figure casualties +2 Unit has suffered 75% figure casualties +3 MORALE RESULTS If the Morale Test is failed by 1 If the Morale test is failed by 2 or more The unit may not advance, but may withdraw or change formation in place (exception: defending against a Charge); Elite, Veteran and Regular units may fire one-half (1/2) figures only (rounded up); Poor and Wretched units may not fire at all The unit immediately ROUTS away from the enemy, ending up in no formation at all; The unit receives a Panic Marker. If the unit rallies in the Morale Phase, it must spend one turn reforming in place, during which time it may fire one-half (1/2) figures (rounded down) and defend normally if Meleed. If it fails to pass its Morale Test while routing, it will continue to ROUT ONE IF BY LAND CHARTS

Chosen Men Fat 1. Sequence of play v2.1 CCWG Assign cards to each unit in play then shuffle the deck and turnover the top 2 cards. These units then; 1) Test morale. 2) Perform an action. (Move, Load, Fire,

Revised July 2011 Volley and Bayonet, Road to Glory American Revolution Period Specific Rules Jeff Glasco ( 2011) Volley and Bayonet is copy written by Frank Chadwick and Greg Novak. Additional rules by

Introduction Bundok and Bayonet Colonial Wargames Rules by Bob Cordery Part 1 - The Basic Rules The following Colonial Wargames rules were written for my own personal use and reflect my philosophy that

Command Combat: Civil War The Battle of Bull Run / Manassas July 21, 1861 Game Design by Jeff McArthur (c) Bandwagon Books, 2011 This scenario is from the Command Combat: Civil War series. To learn more

Command & Colors Napoleonics 1 Game Design by Richard Borg 3rd Edition RULES OF PLAY 2 Command & Colors Napoleonics The battlefield is a scene of constant chaos. The winner will be the one who controls

...& Blenheim Palace Amendments to Black Powder For battles with model soldiers In the Age of Marlborough Black Powder "Black Powder" rules are copyright Warlord Games, and quoted here purely for the purpose

Command Decision is a platoon-based game using a ground scale and time scale which allows the full play of 20th Century mechanized maneuver combat on a game table. Its emphasis on command, troop quality,

This tutorial is from a single turn in a game of Grand Battles Napoleon and is an example of how the sequence of play and general rule system mechanics work. Although this tutorial describes, in depth,

1.0 INTRODUCTION 1.1 IMPETUS AND BASIC IMPETUS Impetus is a set of wargame rules that aims to simulate battles with toy soldiers in the ancient, medieval and renaissance period. Basic Impetus is a free,

BATTLE FOR 2MM EARTH 1418: The Great War (Version 0.8) INTRODUCTION The Battle for 2mm Earth rules are suitable for any large combat up until around the end of the 19 th Century. I designed 1418 semi-independently

Drums and Shakos Large Battles Divisional Level Napoleonic Wargaming Rules Written by Sergio Laliscia Based on the Song of Blades and Heroes engine written by Andrea Sfiligoi First Edition, Copyright Sergio

TRENCH RAIDER: World War I Wargaming in Ten Minutes by David Raybin 2014 INTRODUCTION Instead of a generic set of WW1 rules I determined to make the rules fit the game scenario rather than the other way

Austrian Army 1809 1 Divisional Commander 1+ German Infantry Brigade 1-2 German Line Infantry Regiments A German Line Infantry Regiment consists of 2-3 German Line Infantry Battalions: 35pts per Battalion

INTRODUCTION These rules came about due to necessity. I had bought the figures and then found there were no rules that I liked. Therefore myself and my wargaming partner Gus Murchie decided that we would

Stepping Up to Version 3 by Phil Yates With the arrival of Version 3, lots of existing players are asking the obvious question: What s changed?. To answer this question, I ve written this document as a

Photo 1 T1 by E.R. Bickford Production: Lise Patterson 2011 Decision Games, Bakersfield, CA. Turn One 0600 Hours 14 June 1800 The game opens with the Austrians advancing from their positions across the

i LESSONS FROM THE FRONT QUESTIONS AND ANSWERS ON FLAMES OF WAR MARCH 2018 During the time that the fourth edition of Flames Of War has been out, players have asked questions about the game. The questions

Move Sequence in each period 1. Dice for arrivals and returns 2. Test reaction for first time in charge reach or shot at 3. Declare and Test for charges. Test Reaction for all other causes 5. Charge Response,

Lines of Battle: Albuera 1811 Version 20170313 Copyright David Kershaw 1. Introduction Lines of Battle is a map-based wargame system to simulate Napoleonic-era battles. The game consists of: These rules

AFTERMATH Despite spirited resistance at several points, the infantry crossed the Meuse and penetrated the French positions in several areas, aided by heavy air and artillery support and combat engineer

Rivet Wars: Armies version 2.0 Release Version Rivet Wars: Armies is a rule set that allows Rivet Wars players to take their game to the tabletop. During the kickstarter for Rivet Wars there was a growing

WARHAMMER 40,000 HOUSE RULES EDITION V1.3 THE TURN UNIT ACTIVATIONS Before the game begins the players must each place an appropriate number of tokens (with markings or colours specific to that player)

Brigade Level Combat - Western Front 1916 Version 9-9-2006 This is the combat resolution system for a command post game about commanding brigades and divisions in WW1 particularly focussed on 1916. The

To Reach the Po... On Saturday, 9 May 2015, the Gentlemen Wargamers gathered to play a scenario adapted from Frederick Schneid's Napoleon's Italian Campaigns 1805-1815. In the spring of 1815, as the news

Warmaster Ancients Rulebook Errata When we released Warmaster Ancient Armies we included some rules additions and corrections for Warmaster Ancients and for those who are yet to buy this book, the relevant

A Difficult Affair II (Kursk, July 1943) ".. probably dummy positions." Unknown air liaison officer with Panzer Division Grossdeutschland. On the afternoon of July 4th 1943, as preparation for the great

Surprise at Jay s Mill September 19th, 1863 Background Near dawn on September 19th, the Union Army of the Cumberland was spread thin. Two divisions of the Fourteenth Corps had finished a night march and

Wissembourg 4 th August 1870 Last Updated: 17th February 2018 This scenario was prepared by Martin Soilleux-Cardwell. It has been updated for Volley & Bayonet: Road to Glory by Keith McNelly. Historical

Warhammer 40,000 2 nd Edition a This is a rewrite of the original Warhammer 40,000 2 nd edition rules from 1993. It is intended to be more concise, and includes clarifications and amendments from all available

The first battle of Polotsk 17 th -18 th August 1812 Introduction As the French Grand Armee pushed the main Russian forces back towards Moscow, the areas to the flank and rear became more vulnerable, and

First Clash Part 1 Ambush at Favorite A Battlefront WW2 Modern Scenario for 2 players and an Umpire Overview World War Three D+48hrs On the afternoon of 25 th June 1984 the Soviet 1 st Guards Tank Division

Battle Report Crecy 1346 Crecy 1346: Battle Report Crecy was by medieval standards a very large battle which probably had a somewhere in the region of 50 000 combatants; however the number of French actually

Alexander the Great These are the armies of Alexander the Great and his Enemies. The armies are based upon those found in DBA. and Might of s. They have been modified based on research and gut instinct.

Omog (One Man One Gun) is a game for toy soldiers and any available space. It can be played on a desktop, a coffee table, a countertop or other surface. The game itself is simple, easy to learn and easy

Blood, Sweat, and Tears Rules for Wargaming World War Two at Company Level And its Tommy This and Tommy That, And Chuck 'im out, the brute. But it's Saviour of 'is country When the guns begin to shoot.

Marshal Enterprises is pleased to present a recently discovered letter, purportedly in a batch of correspondence from the estate of the Duke of Wurttemberg, which has revealed, first-hand, the experiences

nd and rd Punic War These are the armies of the second and third Punic war. The armies are based upon those found in DBA. and Might of s. They have been modified based on research and gut instinct. Tables

The Maximilian Adventure FRENCH FORCES The French forces sent to Mexico by the Emperor Napoleon III were tasked with defeating what was seen as the ineffective government of Mexico and establishing a client

BATTLE OF CHERBOURG THREE CAMPAIGNS FOR MEMOIR '44 On June 6, 1944, thousands of Allied soldiers landed on the beaches of Normandy as part of Operation Overlord. The night before, hundreds of paratroopers

From Macbeth to Medici Feudal Wargame Rules 1000-1500 AD INTRODUCTION These rules cover the period which saw the rise and fall of the mounted knight as the primary combat arm, and as such are all about

How to win a battle using light infantry tactics The purpose of these instructions is to inform the reader on how to win a battle with a squad sized element. This set of instructions will include how to

Pig Wars Late Medieval Variant 1337 to 1485 Introduction Pig Wars LMV is a variant of Tod Kershner s Pig Wars Dark Age skirmish rules that covers the period of the Hundred Years War to the end of the Wars

Getting Started with First World War Campaigns: East Prussia 14 Welcome to First World War Campaigns: East Prussia 14. In this, the second title in of the First World War Campaigns series of operational

Fauquier County in the Civil War Gettysburg Campaign From 1861-1865, Fauquier County s hallowed grounds were the site of twelve battles and countless troop movements, raids, skirmishes, and encampments.

Rearguard action near Genappe 17 th June 1815. Famous battles are a little like the star turns on a variety show bill. They get all the attention and often overshadow other interesting but lesser known

Battle for Normandy Escalation Campaign Summary: The campaign will run for six weeks. Three stages 2 weeks long each. Stage 1: 900 Points Stage 2: 1200 Points Stage 3: 1500 Points You must select an army

War Game Rules for The Great War of 1894 employing Captain H.R. Gall s Tactical Model OR rules to fight imaginary battles based on future wars literature published before the First World War such as The

WORLD WAR 1 WORLD WAR 1 BATTLES BELL WORK QUESTION WHAT DO YOU THINK WAS THE MOST SIGNIFICANT CONTRIBUTION CANADIANS AT HOME MADE TO THE WAR EFFORT? REVIEW LIBERAL LEADER WILFRID LAURIER CREATED A 'PARTY

Full Sail Modification 2.0 Jerry Han (Inpsired by Mike Hudak) April 1 st, 2007 Rules not mentioned in this document are assumed to run according to standard Full Thrust. Full Thrust 2 nd Ed. is now out

With the squadron commander s Spartan burning furiously on the road next to the church and contact with regiment spotty due to jamming, Captain Moran realized it was up to him to decide when to break contact.

Altenburg. September 28, 1813 "The raid at Altenburg on 28 September 1813. was carried out by the Streifkorp under the command of Saxon General Johann von Thielmann commanding seven regiments of Cossacks,

Battle of Waxhaws May 29, 1780 Following the British defeat at Saratoga in 1777 and French entry into the American Revolutionary War in early 1778, the British military decided to embark on a "southern

The Battle of Neerwinden, 18 th of March 1793 A Grande Armee Scenario by Greg Savvinos After the success of the French armies at Valmy the Armee du Nord under Dumouriez surged in to the Austrian Netherlands.

1 P a g e The Mutford House Rules were developed in 2011-2014 playing Hail Caesar using the following armies in around 200 battles: - Early Imperial Roman - Ancient British, Gallic, German - Early Roman

Enhanced Rampant By Richard Cowen Introduction What is Enhanced Rampant? Well, it s my one-man fan project intended to combine the best bits from Dragon Rampant, Lion Rampant and The Pikeman s Lament into

Hawkwood : Appendix This appendix contains useful information not essential to playing the game. 1. Thinking behind the game Basic intention Hawkwood is intended to be a simple, enjoyable game. It is a

War Diary, Machine Gun Corps, from http://www.powell76.talktalk.net/mametz.htm MAMETZ WOOD DAY 1-7th JULY 1916 Following the early fighting on the Somme the British Army had pressed the German Army back

Warfare Issuing An Order To order a unit to attack, select the attacking unit and a legal defender (see The Order of Battle below). ing The attacking unit makes an test against the target units. Roll 1d20,